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On Fri, 20 Feb 2004 14:07:39 -0600, Dan P <dan### [at] yahoocom>
wrote:
> "Phil Cook" <phi### [at] nospamdeckingdealscouk> wrote in message
> news:opr3nvisa4p4ukzs@news.povray.org...
>> Still working on the textures especialy on the wall, and tweaking the
>> media. Comments appreciated.
>
> Cool! I can imagine a figure in there swimming around with puffed-up
> cheeks
> from holding their breath and big, wide eyes and pounding on the screen
> to
> get them out! :-)
Thanks, that was another idea I had, minus the people ;), blue tinged
media with a different turbulence again I'll see how it turns out.
> Kinda reminds me of a high school.
Not going to even comment :)
--
Phil
--
All thoughts and comments are my own unless otherwise stated and I am
happy to be proven wrong.
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"Phil Cook" <phi### [at] nospamdeckingdealscouk> wrote in message
news:opr3tiy5jgp4ukzs@news.povray.org...
|
| Now I'm depressed seeing what others produce in this style. No, I
| will use this as a spur to greater efforts; as it should be.
I noticed that all of those pictures had significantly less light than
yours. A second building outside of the windows might increase the
impact of the (then smaller) media effects. Broken, dirty windows with
both filtered and unfiltered sunlight entering in would give your image
an aspect which the others lack.
-Shay
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On Mon, 23 Feb 2004 08:50:37 -0600, Shay <sah### [at] simcopartscom> wrote:
>
> "Phil Cook" <phi### [at] nospamdeckingdealscouk> wrote in message
> news:opr3tiy5jgp4ukzs@news.povray.org...
> |
> | Now I'm depressed seeing what others produce in this style. No, I
> | will use this as a spur to greater efforts; as it should be.
>
> I noticed that all of those pictures had significantly less light than
> yours. A second building outside of the windows might increase the
> impact of the (then smaller) media effects. Broken, dirty windows with
> both filtered and unfiltered sunlight entering in would give your image
> an aspect which the others lack.
>
Fiddling with the windows was another thing on the list :) I made the
window glass a separate object for that very reason.
My initial concept was for a very stark contrast from the light, as if
you'd just stepped from a lit room into this corridor and your eyes are
still trying to adjust* hence the OD on light, which I think I've achieved
with a rgb 5 parallel light (anything lower produces a grey edging?), with
the glow coming from a emission media just inside the frame which means
you can still see the framework silhouetted against the white glass in the
closest pane, as a result of that I doubt I could put a building outside
and have it show up without diminishing the contrast ratio. But broken
windows is definitely on the list of Things To Do (TM)
The only problem is producing a decent image with the reflected framework
means +a0.0 <sigh> and that takes a while.
*which means the floor should technically be pretty much solid black bar
the patches, which is how it appeared at first, but it looked like they
were floating in space, tweaking the ambient helped but still needs a
slightly better balance I feel.
--
Phil
--
All thoughts and comments are my own unless otherwise stated and I am
happy to be proven wrong.
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It was not meant to depress you, but I suppose we all react differently. I
sometimes browse the net to find supreme raytracings and then I save them to
my harddisk, so I always have them to compare my own work with. This is not
making me feel hopeless, it makes me learn and set a serious goal from the
very beginning. Maybe a smaller project that aims to master one particular
feature. I know I can do it - it's just a matter of time.
It was also not meant to "kick" you forwards, no. But to give you ideas. For
example regarding the floor: Just by looking, I can't decide wether the
floor is flooded with water, or you're trying to add irregularities to the
floor itself, so it looks like a real-life material... It actually took me a
while before I noticed the title of your post, which answers the question.
Regards,
Hugo
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On Wed, 25 Feb 2004 14:19:02 +0100, Hugo Asm <hua### [at] post3teledk> wrote:
> It was not meant to depress you, but I suppose we all react differently.
> I
> sometimes browse the net to find supreme raytracings and then I save
> them to
> my harddisk, so I always have them to compare my own work with. This is
> not
> making me feel hopeless, it makes me learn and set a serious goal from
> the
> very beginning. Maybe a smaller project that aims to master one
> particular
> feature. I know I can do it - it's just a matter of time.
>
> It was also not meant to "kick" you forwards, no. But to give you ideas.
> For
> example regarding the floor: Just by looking, I can't decide wether the
> floor is flooded with water, or you're trying to add irregularities to
> the
> floor itself, so it looks like a real-life material... It actually took
> me a
> while before I noticed the title of your post, which answers the
> question.
I'm sorry Hugo I had tongue firmly in cheek, A part of me does see such
works and say - you'll never do anything that's as good as that; luckily
my vanity kicks in with a - no you'll do better <ironic grin>.
I am always willing to learn from such pieces, but find if you're not too
careful you can end up just copying them. I also try and aim to be vague
about any forthcoming ideas just in case someone else thinks hey that's a
good idea and produces something much better before me, after me's fine;
just not before :) Saying that, post this work I've got an idea for a 3D
imaging of a 2D representation of a 4D diagram which I've not come across
anyone else doing before, good and vague I trust :P
As for the water you're quite right; for the WIP it was just applied to
the floor to see how it turned out reflection-wise, I posted a better
example elsewhere on this thread, I do that solely as I find you can get
better/interesting effects by doing something the 'wrong' way and I do
like the texture it produced, a shiny odd melted look; you should have
seen the effect I got with the light-stream media after applying a pure
bozo to it - funky as I'm sure you can imagine.
--
Phil
--
All thoughts and comments are my own unless otherwise stated and I am
happy to be proven wrong.
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Silent Hill is a very good reference to make strange and/or fear(ness?)
atmospheres... Waiting for Silent Hill 4 on my PS2 :-))
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On Thu, 26 Feb 2004 22:24:43 +0100, LightBeam <s.f### [at] tiscalifr> wrote:
> Silent Hill is a very good reference to make strange and/or fear(ness?)
> atmospheres... Waiting for Silent Hill 4 on my PS2 :-))
>
>
Oh yeah with baited breath!, the Silent Hill textures/atmosphere are
awesome.
--
Phil
--
All thoughts and comments are my own unless otherwise stated and I am
happy to be proven wrong.
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The reflective sphere is missing !
"Phil Cook" <phi### [at] nospamdeckingdealscouk> wrote in message
news:opr3thf4n6p4ukzs@news.povray.org...
> On Fri, 20 Feb 2004 17:34:58 -0000, Chris Johnson
> <chris(at)chris-j(dot)co(dot)uk> wrote:
>
> > Looks nice - if you make the walls and floor to look as realistic as
> > possible (and slightly less yellow?) then it could look outstanding.
> > Perhaps
> > get it to look like an abandoned hospital or something?
> >
>
> Thanks, yeah, it was originally going to be a stone corridor, but with the
> starkness I was put in mind of Silent Hill so I switched to hospital-type
> corridor, the other thing I thought of doing was tilting the corridor
> while keeping a the water level, I'll see how it looks. The yellow is a
> consequence of radiosity and media, it didn't look that bad in the first
> run, honest:)
>
> Here's the latest, I'm still playing more with the light than the textures
> but I'm looking for a more cream texture to the walls with possible a peel
> of wallpaper or better yet a part where the plaster has fallen away.
>
> --
> Phil
>
>
> --
> All thoughts and comments are my own unless otherwise stated and I am
> happy to be proven wrong.
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On Mon, 1 Mar 2004 17:31:21 -0000, Felbrigg <som### [at] microsoftcom> wrote:
> The reflective sphere is missing !
<snip>
Damn! I knew something looked wrong :)
--
Phil
--
All thoughts and comments are my own unless otherwise stated and I am
happy to be proven wrong.
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